v0.2.10 Update - Gameplay Update
I'm sorry that my English is not good. Here is machine translation.
[h3]Overview[/h3]
·The logic framework of temporary gain is redone, and special effects in various upgrades are allowed to provide temporary gain for players.
·Under the effect of the dynamic level progress adjustment algorithm, the original "level time" parameter has lost its effect (for example, whether to start "fierce offensive" will hardly affect the actual game experience after 10 layers), so remove this parameter.
[h3]Gameplay[/h3]
[Mechanism] the calculation method of all temporary gains is changed from accumulation to accumulation (except accuracy, critical hit probability and critical hit effect).
[Mechanism] adjust the relevant parameters of the dynamic checkpoint progress adjustment algorithm. The flow speed of the checkpoint progress will be determined by the "number of enemies" parameter and the number of enemies on the field.
[upgrade] add temporary gain epic to upgrade "perfectionism", "watcher", "revenge" and "survival desire", and upgrade "Rage" and "scout".
[difficulty level] each difficulty level no longer provides time reduction.
[difficulty level] generally improves the invincible time of each difficulty level after injury.
[difficulty option] the function of the difficulty option "fierce attack" is changed to: Invincible time after injury X25%, star Revenue: X130% → X120%.
[difficulty options] star income of difficulty option "geometric fusion": X120% → X130%.
[h3]Interface[/h3]
For the upgrade whose icon has not been finished, its icon background is changed to a white square (originally a triangle).
The mouse prompt box of the character's ability in the battle scene will now display the name information of each temporary gain source in detail.
The upper left corner of the pause interface no longer displays the gate closing time parameter.
[h3]Others[/h3]
The highest number of layers players pass in infinite mode will be recorded in the archive for future new play.
[h3]Advance Notice[/h3]
A new model will be launched in the near future. After that, we plan to develop daily challenge related games.
Several new difficulty options.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet play (late may or early June) in version 0.3.0 and skill module play (June) in version 0.4.0.
[h3]Overview[/h3]
·The logic framework of temporary gain is redone, and special effects in various upgrades are allowed to provide temporary gain for players.
·Under the effect of the dynamic level progress adjustment algorithm, the original "level time" parameter has lost its effect (for example, whether to start "fierce offensive" will hardly affect the actual game experience after 10 layers), so remove this parameter.
[h3]Gameplay[/h3]
[Mechanism] the calculation method of all temporary gains is changed from accumulation to accumulation (except accuracy, critical hit probability and critical hit effect).
[Mechanism] adjust the relevant parameters of the dynamic checkpoint progress adjustment algorithm. The flow speed of the checkpoint progress will be determined by the "number of enemies" parameter and the number of enemies on the field.
[upgrade] add temporary gain epic to upgrade "perfectionism", "watcher", "revenge" and "survival desire", and upgrade "Rage" and "scout".
[difficulty level] each difficulty level no longer provides time reduction.
[difficulty level] generally improves the invincible time of each difficulty level after injury.
[difficulty option] the function of the difficulty option "fierce attack" is changed to: Invincible time after injury X25%, star Revenue: X130% → X120%.
[difficulty options] star income of difficulty option "geometric fusion": X120% → X130%.
[h3]Interface[/h3]
For the upgrade whose icon has not been finished, its icon background is changed to a white square (originally a triangle).
The mouse prompt box of the character's ability in the battle scene will now display the name information of each temporary gain source in detail.
The upper left corner of the pause interface no longer displays the gate closing time parameter.
[h3]Others[/h3]
The highest number of layers players pass in infinite mode will be recorded in the archive for future new play.
[h3]Advance Notice[/h3]
A new model will be launched in the near future. After that, we plan to develop daily challenge related games.
Several new difficulty options.
The UI prompt information will be improved and the settlement interface (proficiency upgrade prompt, etc.) will be improved.
In the game of achievement system, you can view and related rewards, add more achievements, etc.
It is planned to update pet play (late may or early June) in version 0.3.0 and skill module play (June) in version 0.4.0.